[Map] Feyzabad - discontinued

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Waaah_Wah
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Re: [Map] Feyzabad, Afghanistan [WIP]

Post by Waaah_Wah »

I believe there was a guy who was making 16km Wake remake. But he suddently dissapeared :(
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scandhi
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Re: [Map] Feyzabad, Afghanistan [WIP]

Post by scandhi »

that sounds like a lot of water to me, waah! Cant be to difficult if you mess abit with the original map.. But then again i cant map so?! :-?
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hiberNative
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Re: [Map] Feyzabad, Afghanistan [WIP]

Post by hiberNative »

[R-DEV]CodeRedFox wrote:Yeah its just an old engine never intended to do maps at this size. If there were not any limitation, you all would be seeing 16km maps :-P
i'd never play a 16km map with 64 players ;P
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CodeRedFox
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Re: [Map] Feyzabad, Afghanistan [WIP]

Post by CodeRedFox »

So I've taken a re-look at the map and I can salvage it, even at 4km. It will require me to smooth a majority of the hard cliff areas and raise some areas up. What is comes down to is I have to stay away from sharp cliffs. But I may be able to make these with a static. Which might end up looking better anyways.

I'll be posting up a little Dev Journal video (would have been up this morning but the upload crapped out). It will be a little about this map and its problems. Hopefully mappers in the future can see what I ran into and fix it before it they start :-p
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Scot
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Re: [Map] Feyzabad, Afghanistan [WIP]

Post by Scot »

<3 to Code Red. Me wants Vid!!
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Tirak
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Re: [Map] Feyzabad, Afghanistan [WIP]

Post by Tirak »

[R-DEV]CodeRedFox wrote:So I've taken a re-look at the map and I can salvage it, even at 4km. It will require me to smooth a majority of the hard cliff areas and raise some areas up. What is comes down to is I have to stay away from sharp cliffs. But I may be able to make these with a static. Which might end up looking better anyways.

I'll be posting up a little Dev Journal video (would have been up this morning but the upload crapped out). It will be a little about this map and its problems. Hopefully mappers in the future can see what I ran into and fix it before it they start :-p
Praise the Fox! I'm very glad to hear this :D
hiberNative
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Re: [Map] Feyzabad, Afghanistan [WIP]

Post by hiberNative »

[R-DEV]CodeRedFox wrote:So I've taken a re-look at the map and I can salvage it, even at 4km. It will require me to smooth a majority of the hard cliff areas and raise some areas up. What is comes down to is I have to stay away from sharp cliffs. But I may be able to make these with a static. Which might end up looking better anyways.
if you are choosing between size and gameplay, pick gameplay.
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Scot
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Re: [Map] Feyzabad, Afghanistan [WIP]

Post by Scot »

hiberNative wrote:if you are choosing between size and gameplay, pick gameplay.
Replace Gameplay with technique you got yourself a sexual innuendo.
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hall0
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Re: [Map] Feyzabad, Afghanistan [WIP]

Post by hall0 »

[R-COM]TheScot666 wrote:<3 to Code Red. Me wants Vid!!
me too :grin:
CodeRedFox
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Re: [Map] Feyzabad, Afghanistan [WIP]

Post by CodeRedFox »

hiberNative wrote:if you are choosing between size and gameplay, pick gameplay.

[princess voice] But I want both and I will get it.

Really, I want to convey the scope of a Afghanistan AO. Have the players understand what troops have to go though.

I will try the video upload again tonight. But don't expect it until tomorrow some time.
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=Romagnolo=
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Re: [Map] Feyzabad, Afghanistan [WIP]

Post by =Romagnolo= »

*expectations* @_@
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(yes, it was about me)
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CodeRedFox
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Re: [Map] Feyzabad, Afghanistan [WIP]

Post by CodeRedFox »

More or less just a test of using Video and Audio for the journal update. Also to show visually what the problems was.

Please remember the map you see in the video is still very much WIP. You might see some black flickering, out of bounds texture problems, unlightmapped stuff. Its all WIP.

So enjoy and I hope it will help future mappers from making the same mistakes.

[WEGAME]Project_Reality_Journal_4km_maps[/WEGAME]

Sorry for the scratchy voice, the audio encoder was too low.
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"apcs, like dogs can't look up" - Dr2B Rudd
Hans Martin Slayer
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Re: [Map] Feyzabad, Afghanistan [WIP]

Post by Hans Martin Slayer »

thanks!
Glimmerman
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Re: [Map] Feyzabad, Afghanistan [WIP]

Post by Glimmerman »

Looks nice, hope to be able to play it soon :)
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by cyberzomby »

wauw! I love the sweet blue sky and blue water :) Finaly a map with a nice blue sky that isnt in the dessert!
cyberzomby
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Re: [Map] Feyzabad, Afghanistan [WIP]

Post by cyberzomby »

Didnt notice that before in the screens I guess :P Map looks great! I hope its not to "slow" in gameplay though with that size!
hiberNative
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Joined: 2008-08-08 19:36

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by hiberNative »

yeah that morphing of terrain is something that can be seen in vanilla maps, too. like at the base of a parallell wall, the terrain kind of wants to reach up along the wall and smoothens out when you approach.
it's even more obvious at a map of this magnitude ;(
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$pyker
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Re: [Map] Feyzabad, Afghanistan [WIP]

Post by $pyker »

looks really good can't wait hope you find a solution coz i want a10's against insurgents!!!!
notice how the video ends just as he is about to hit a tree :p
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PetetheSweet
Posts: 43
Joined: 2007-08-03 02:51

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by PetetheSweet »

Maybe the map is WIP, but it looks awesome!!!

It looks like a real low level flight thru an afghan valley.

Great work, again!!

Wanna test it!

BTW: your voice is very different, compared to the ingame voip ;-)
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